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Pendra37

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Pendra37

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5 comments

  1. mfitz1970
    mfitz1970
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    Will this mod work with XCOM 2 WOTC? I sure hope so the idea of getting some of the elements from the OG are great, can't wait to see what the finished mod will look like but please let me know if it will work though with WOTC I have a lot of time invested in that DLC
  2. woodlandcoyote
    woodlandcoyote
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    Really cool idea! I hope you dont lose interest in finishing this mod because it would be a very unique gem.
    I doubt it but.. if there is anything i can do to help with its development i will contribute.
  3. Pendra37
    Pendra37
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    Thank you for the feedback!
    This mod applies substantial changes to: Weapon, Armor, Damage and Class mechanics. Not just add a point here and remove one there. It redesigns and rebalances them from almost ground up to be like OG.
    It does not work well together with any mod that affects those things. The ABA mod affects all of those and therefore your experience is highly skewed.

    Lets start with Damage.
    If you want to hurt the enemy you need to hit it. The basic Hit chance is calculated using the soldier's aim, the weapon's fire mode accuracy and the distance.
    Then the size of the target is added in the form of the Defense bonus. Small unit reduce, big unit increase the hit chance. Distance affects this bonus as well.
    Finally the cover is calculated. The cover is not flat and adjusted for aiming angles.
    Consider these examples (Target, Low cover, Attacker). Attacker has a hit chance of 75 before cover is calculated.

    TL............A
    0% flanking, this cover reduces the hit chance by 34. (41% final hit chance)

    TL....
    .....A
    30% flanking, This cover reduces the hit chance by 24.(51% final hit chance)

    TL.
    ...
    ..A
    60% flanking, This cover reduces the hit chance by 14. (61% final hit chance)

    If your hit chance is 150, which is quite possible with a highly experienced soldier in close range, the half cover provides max 45 defense and your hit chance will still be 105.

    High cover examples (Target, High cover, Attacker). Attacker has a hit chance of 75 before cover is calculated.
    TH............A
    0% flanking, this cover reduces the hit chance by 68. (7% final hit chance. What do you expect? The guy is behind a solid wall and sticks 5% of his head out randomly.)

    TH....
    .....A
    30% flanking, This cover reduces the hit chance by 47. (28 Final hit chance)

    TH.
    ...
    ..A
    60% flanking, This cover reduces the hit chance by 27. (48 final hit chance)

    If your hit chance is 150, the full cover provides max 90 defense and your hit chance will still be 60.

    Cover percentage can be reduced by 10-15% if you fire from high ground.

    In vanilla, the game gives you flat 20 or 40 with minimal aiming angles help.
    Here it is a whole lot more elaborate and situational. Good positioning is crucial and low hit chance is to be expected at start on both sides. Actually, Advent aim averages around 30%. Long range aim can go as low as 10. Captains can go up to around 65 in close combat. Range and cover affects the enemies the same way as it affects XCOM.
    When you put your soldier in full cover, the enemy can literally shoot until they run out of ammo (yes, they can run out) without dealing damage. Don't be afraid of drawn out fire fights.

    Armor
    If you managed to hit the enemy, the system checks if the hit penetrated the armor or not. Hitting a tank with an assault rifle is easy, penetrating and damaging it is very hard. The Crit chance calculation is the penetration chance.
    Every weapon has penetration chance. Conventionals have 70-90. Laser has 60-80. Gauss has 110-130. Plasma has 40-70.
    Every armor can reduce this penetration chance (dodge value). Body armors (like Advent, muton, xcom) provides 10-45 penetration defense. Powered armors (sectopod, xcom armor) provide 70-80 reduction.
    From this, you can see that Advent Gauss weapons are the best armor piercing guns in the game. Even heavy armor has problems against that. However, a heavy armor (75% crit defense) can withstand multiple (60% crit) plasma hits without problem.

    In this game, not the highest hitting gun or the highest defense armor is the best. There is no one size fits all. You need to tailor your mission gear to fit your tactics and the enemy. Conventionals are middle ground. Lasers have extreme aim but limited pen and damage. Gauss has extreme penetration, but limited aim and damage. Plasma has extreme damage (can oneshot everything), ok aim but very limited pen.

    Armor piercing tactics:
    - Flank. It gives +50 penetration. If you flank an Advent with Conventionals, your pen chance will be around 95%.
    - Use Gauss. Gauss guns against Advent have 85-95% pen even if the guy is in cover. If flanked, the pen is 140%.
    - Use Plasma. Plasma burns the armor. Every hit that fails to pen destroys 15-33% of the armor. After 3-6 hits, the armor is all but gone.
    - High Explosives. Explosive damage always penetrates but the damage itself is reduced. If the exp damage is 10, and the dodge is 40%, the explosion deals 6 damage and armor blocks 4.
    - Use Conventionals. Non penetrating hits from conventionals deal Red Fog damage. The blunt trauma of 4-10 non penetrating hits can make the enemy to lose stats, pass out then bleed out.

    As you can see this system is way more complex and realistic than in Vanilla. The damage is not the deciding factor in weapon selection. You need to consider accuracy, armor piercing potential, damage potential, capacity (and eventually weight). All guns can do squadsight as well.

    Classes
    The difference between a green and a vet can be greater than in Vanilla. A green soldier starts out with ~3 HP, 50 Aim and 10-12 mobility. After around 30 missions it can go up as high as 6 HP and 125 Aim and 16 mobility. The stat increase is not locked to rank increase. Every mission where the soldier does good will yield stat increase. Green soldiers are supposed to be underdogs to a degree.
    If you put an armor to a green unit, he will be very slow. If you put it onto a vet, he will be as quick as ever. When I add full weight/stamina effect, the powered suit will make more sense, too.
    Also consider that Advent soldiers specialise in defense and sustained damage. To achieved that, they sacrafice mobility and peak damage. Their mobility is around 8-10 and the damage is only 2.
    Against Advent, your best bet is aggression, speed and mobility. You can go for flanking shots or play retreat - counter attack. One hit will probably not kill your unit, but you can oneshot them. Long range snipers will probably not kill them outright, but Red Fog their stats to oblivion.
    Aliens are more varied. They all have massive damage but some use speed or size defense, some use armor. Against speedy opponents, Laser is the best. Against armored units (like Muton), you either want to go full long range Gauss, or overwhelming close combat Plasma, or combined arms with Gauss sniper to weaken it, then plasma to burn its armor then a conventional auto shot to finish it up.

    There is not one single tactic that works for all against all. The decisions are not artificial like in Vanilla.
  4. memo87
    memo87
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    Maybe couse im playing with Better Advent, i get an Elite Soldier mission 1... Elite Officer mission 2. I think 90 and 45 cover is to much u can only hit by flanking, pods r bigger (and always overwach couse cover), advent deals much less dmg (doesnt afect advnt grenades) but its to much.
    I dont like dodge armors -3 movility 75 dodge, advent weapons deals 2 dmg with crits, whats the point of dodging.
    Ive played 2 or 3 missions couse advent+big health+granades+big pods op.-
    I`d love to write more but my english is poor =P.-

    Maybe i didnt understand this mod but i think u should change a lot of things.-
  5. RyanCowLord
    RyanCowLord
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    thanks for adding this mod to the nexus. I will a review and full playthrough of it after my long war play through im doing (like I said I would on steam)